Worked on redoing this map since the end of the dynamic payload contest. In between work, the beach, and other stuff, I managed to get a lot done. I am thinking about putting it on a game-day to get it tested out. But I don't know if it is too far along for that. Anyway let me know what you think.
Thanks, nelli2
Changelog
1. Ability to change tracks while playing. Blue needs to shoot the arrow switch to change tracks.
2. A draw bridge that needs to be lowered so the cart can advance.
3. Ability for the red team to blow up a section of track to stop the cart. Blue needs to fetch 2 pieces of repair track to repair the track and advance the cart. This is a passive element. Teams can agree not to destroy the track, and moved pieces closer to objective.
4. The cart is blocked by a stolen cart on a turntable. Blue has to move the cart to turn the turntable and advance the cart. Changed this to a wood cart because people were confused with the stolen cart idea.
5. Blue takes the cart up an elevator to another level of the map.
6. Blue has to move the cart down a lift operated by the crane to the final point. Added a second func_tracktrain to make the movement smoother.
7. The lift mentioned previously can by controlled at the cart, at a remote location, and at both locations at the same time. The numcappers show up on the HUD perfectly. Got rid of this, it did not work correctly. I have a version that works the way I want it to except the HUD flickers. I am trying to fix it for an upcoming project.
8. Blue needs to get passed a Boss in the form of a rotating laser emanating from the final point. Blue needs to shoot at it to destroy it. Ammo hits from Red affect it too. Got rid of this nobody liked it. The end is a rocket silo and the rocket takes off. I had this in another map long before SD came out.
9. Roll back zones.
Things to do:
1. Find a good rocket engine sound
2. Lots of other stuff.
The map is way too big. There are a ton of pointless open spaces on the fringes that are boring to look at and will almost certainly be boring gameplay-wise. The big field in the first area is a particularly bad example of this.
The layout is way overly complicated. There are ton of weird stairways, buildings, tunnels, etc. that are out of the way and lead to seemingly random locations. The player should have some idea of where routes will take them; this map has a ton of really long routes that drop you halfway across the map. The giant staircase monstrosity in the middle of the map is also a pretty bad idea. Nobody wants to walk up or down four or five flights of stairs. Nobody ever.
Trees in the combat areas aren't a good idea. The leaves block vision while still allowing projectile spam through. There is also a tree partially sunk into the ground, so a player could hide in the leaves and be completely invisible from outside.
I like your criticism on the map. The three flights of stairs were to offer another flanking route out of the first area. I don't think it is too boring, Valve has something similar in cp_well I think.
The first area should play from the bridges more than the ground, everything outside the fences is sky box. I was trying to get a seamless feel to the world. (perhaps more buildings in that area) I do need to bring that tree up a bit.
The routes on the outskirts are for escapes and flanking. I am try to get away from a map that has mostly a rat maze feel. The payload route should keep game play focused on that immediate area.
The only tunnel I have is a flanking route to the red base. I think players will get what the layout offers. Or maybe not.
The map is big! I have plans on making it two stages.
I am really focusing on the dynamic elements to make the payload game play have more strategy than what it is right now.
It looks like a huge sight line, but I think the crates and the height difference might negate the advantage. I don't think it plays any worse the Gold Rush where you can get sniped in the spawn area.